Rogue
Base Class: Rogue

For a renegade few, battle sounds different than it does for the typical warrior. The clash of steel and the sizzle of spell energy are drowned out by the thunderous rhythm of gunfire—the pounding beat of the gunslinger.

Gunslingers are a bold and mysterious lot. While many treat the secrets of black powder with the same care and reverence that a wizard typically reserves for his spellbook, most gunslingers know that firearms are a secret that cannot remain concealed forever. While current firearms are simple, often imprecise, and even dangerous devices, they are a technology on the move, and one that will become even more powerful when it is fully fused with magic.

Death Rides The Wind

At 3rd level, your Practice at using and maintaining Firearms has paid off. You gain proficiency with Tinker’s Tools, and you may double your proficiency bonus when making checks with Tinker's tools to create/repair Firearms, and Craft ammunition for them. You have also started to hone your awareness; You may add your proficiency bonus to your initiative checks.

Additionally, you may use your Cunning Action to Fan The Hammer. You must have one hand free to use this ability.
--Fan The Hammer - The next time you attack this turn, you may make additional attacks, with disadvantage, equal to the remaining ammo in your weapon.

Slingin' Lead

At 3rd level, you have learned to strike first, and strike hard. You may draw a firearm as part of an Initiative Roll. Additionally, so long as you are first in the initiative order, you may make a single attack action targeting an enemy that is last in the initiative order. If this attack hits, it is a critical hit and you may add your proficiency bonus to the Damage roll.

Hell's Comin With Me

At 9th level, continued gun fights and ambushes have taught you that it is important to be alert and watchful, but it is more important to be as smooth as polished steel. You add your Sleight of Hand modifier to Initiative checks.

You have also become more adept at manipulating your firearms in the heat of combat. You may attempt to repair a misfired (but not broken) firearm as a Bonus Action. You may also reload your weapon by spending an Action, and Attack, or a Bonus Action

End of The Line

At 13th Level, as an Action, you may choose to select a number of creatures equal to the remaining rounds in a Firearm in your hands. Each of these enemies is automatically hit by a ranged weapon attack from a Firearm you are holding. You do not roll to hit, but treat the result as if you had rolled a 20 on the dice, and you add your proficiency bonus to damage. Additionally,  you apply all static damage twice (not just the weapon dice). You may apply Sneak Attack damage to each target of this attack (Instead of only once per turn).

The use of this ability, and/or targets selected may be restricted from use at the DMs discretion and any creatures that have Legendary Resistance or are Immune to Critical Hits treat these hits as normal hits.

You may use this ability once per long rest.

Blood In My Footsteps, Gun In My Hand

Upon reaching 17th level, you have mastered manipulating Firearms. When you attempt to repair a misfired (but not broken) firearm, you have advantage on the roll, and you may ignore the first Misfire result rolled in each combat.

Your firearm attacks score a critical hit on a roll of 19-20. Whenever you score a critical hit on an attack with a firearm, the target additionally suffers half of the total damage from the attack at the end of its next turn.

You also always have Advantage when rolling initiative.

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